STAR WARS: RETROSPECTION- The Hunted

Started by Captain REX34 pages

Then we're off! You gain a small bonus for already being quite far ahead of the fighters, but they're hot on your tail.

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PURSUIT ABOVE NAADAL

Last Laugh: 5

Fighters x 15: 16

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As a reminder, your Thrust and Performance are added together to determine your Pep. You can either choose to gain pep or force your pursuers to lose it. If your Pep is about equal, you can take shots at them to make them lose Pep.

(Gain Pep. Does the pilot trick Speed King help here? Don't forget about Favorite Seat.)

A short pause as I get a rules clarification from Ush...

Please note that the numbers have changed in the previous post.

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Kyle declares that he intends to gain Pep! He floors it, pouring available energy into the engines and keeping the Last Laugh ahead of the fighters. Flying at this speed is a tad difficult, due to the obstructing defense units stationed in orbit.

Kyle's Pilot skill is 14, raised to 15 by Favorite Seat. In addition, he gains a bonus of +2 from his levels in Speed King! Rolling a 13, Kyle is able to pull away five points of Pep! A mighty good start.

The pursuing fighters decide to keep up. However, they're not very skilled pilots. The orbital defense units keep getting in the way. Only one fighter gains much on you.

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PURSUIT ABOVE NAADAL

Last Laugh: 10

Fighter x 1: 20
Fighters x 14: 16

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That lone fighter is closing in fast! He intends to take a shot at you, to force you to lose Pep.

"Eerin, one's getting a little close for comfort, discourage him!" Kyle advises his partner, while holding the throttle full open.

Eerin will gun for that chasing pilot if he can...

Eerin fires! And misses. But so does that fighter.

Kyle rolls a 6. That is normally a terrible roll, but with his piloting skills, that very nearly gets him some Pep. Nearly.

I forgot to deduct Pep from the fighters for poor rolls, so I shall remove two points of Pep from all of them (except the one in the lead).

A lot of good rolling from the chasers...

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PURSUIT ABOVE NAADAL

Last Laugh: 10

Fighter x 1: 20
Fighters x 2: 18
Fighters x 2: 17
Fighter x 1: 15
Fighter x 1: 14
Fighter x 2: 13
Fighters x 6: 12

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A few additional rules for the Chase:

- When failing to gain Pep simply because of a bad roll, the most points you can lose is two.

- When the pursuing fighter(s) have double your Pep, they can fire on you to cause you to lose Pep.

- When your Pep is nearly equal to your pursuers, you can fire on them with Turrets.

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That fighter is going to gun for you again! What's the plan?

Regardless of Kyle's action, Eerin will be shooting at that starfighter at 20 Pep.

(Plan: Go Faster)

Eerin fires again and forces that Fighter to lose five Pep as it does a barrel roll to avoid being blasted apart.

Kyle pushes the engine hard, gaining another five Pep!

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PURSUIT ABOVE NAADAL

Last Laugh: 15

Fighter x 1: 22
Fighter x 1: 20
Fighter x 1: 19
Fighter x 1: 16
Fighter x 2: 15
Fighter x 2: 13
Fighter x 1: 12
Fighter x 1: 11
Fighter x 3: 10

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Now that your Pep has increased, the enemy fighters cannot currently shoot at you. However, you can shoot at anyone within a point of your Pep score, Eerin.

(We'll keep running all out, so I'll try to gain more Pep. Eerin, target the ones with the most Pep, I think I'm beginning to understand the chase strategy. We're starting to outrun many of them, just have to 'discourage' the fast ones.)

Remember that they will keep chasing you if you don't actually lose them. Some may drop out due to poor luck with the dice, but some could continue to trail you, even into hyperspace.

(Yeah, but if we have to turn and fight, I want the least ammout left. Eerin, whenever you're confortable, we'll do so. I was aiming for no more than 4-5, but...)

Oh, let's shoot at the Fighter at 16 Pep...

Eerin pulls off a 14, pushing that Fighter back, while Kyle pulls off a 3. The Last Laugh loses two Pep as it tries to avoid one of the defense units...

A few good rolls on the part of the starfighters, but mostly unpleasant for them...

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PURSUIT ABOVE NAADAL

Last Laugh: 13

Fighter x 1: 20
Fighter x 1: 19
Fighter x 1: 18
Fighter x 1: 15
Fighter x 1: 13
Fighter x 3: 11
Fighter x 1: 10
Fighter x 1: 9
Fighter x 5: 8

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Your move.

(Gain more pep, shoot more peeps. Eerin, any better ideas?)

We might want to start making them lose Pep next turn, rather than individual shots...

This turn, Eerin will fire at the Fighter on 13 Pep.

Kyle pulls off a 16, gaining 5 Pep. Eerin fluffs his shot.

The fighters continue powering after you, taking potshots as they race after you. Four of the Fighters with higher Peps decide to lower yours, while the rest continue their acceleration.

Three of those four are unsuccessful, and even the Fighter that hits you only manages to flare your shields. No Pep lost.

The Fighters roll averagely.

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PURSUIT ABOVE NAADAL

Last Laugh: 18

Fighter x 1: 20
Fighter x 1: 19
Fighter x 1: 18
Fighter x 2: 15
Fighter x 1: 14
Fighter x 1: 11
Fighter x 1: 10
Fighter x 1: 7
Fighter x 2: 8
Fighter x 4: 6

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As the race continues, the orbital defenses begin to target you after you've tripped hundreds of sensors. Several networked satellites begin activating energy shields, while others bring their weapons systems online.

The difficulty of 'Floor It!' rolls increases.

(Crap, alright, let's loose 'em. How do I make everyone loose Pep?)

You roll for it, but you must describe how, exactly, you intend to shake off your pursuers...

Think Han Solo and the asteroid field, but apply it to your current environment.